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Spells

Whether it comes in the form of mystic artifacts, mysterious creatures, or wizards weaving strange spells, magic brings fantasy and wonder to Pathfinder. This chapter explains how spells work and how spellcasters prepare and cast their spells.

With special gestures and utterances, a spellcaster can call forth mystic energies, warp the mind, protect themself against danger, or even create something from nothing. Each class has its own method of learning, preparing, and casting spells, and every individual spell produces a specific effect, so learning new spells gives a spellcaster an increasing array of options to accomplish their goals.

Tradition and School

The fundamental building blocks of magic are the magical traditions and the schools of magic. The four traditions are arcane, divine, occult, and primal. A spell’s magical tradition can vary, because many spells can be cast using different traditions. A spell’s school, on the other hand, is intrinsic to the spell and establishes what the spell is capable of. Abjuration spells, for example, can raise protective wards, enchantment spells can change thoughts, and evocation spells can create blasts of fire.

Magical Traditions

Spellcasters cast spells from one of four different spell lists, each representing a different magical tradition: arcane, divine, occult, and primal.

Your class determines which tradition of magic your spells use. In some cases, such as when a cleric gains spells from their deity or when a sorcerer gets spells from their bloodline, you might be able to cast spells from a different spell list. In these cases, the spell uses your magic tradition, not the list the spell normally comes from. When you cast a spell, add your tradition’s trait to the spell.

Some types of magic, such as that of most magic items, don’t belong to any single tradition. These have the magical trait instead of a tradition trait.

Arcane




Arcane spellcasters use logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the arcane tradition has the broadest spell list, though it’s generally poor at affecting the spirit or the soul. Wizards are the most iconic arcane spellcasters, poring over tomes and grimoires, though arcane sorcerers study the secrets of their blood to unlock the power within themselves.

Divine

The power of the divine is steeped in faith, the unseen, and belief in a power source from beyond the Material Plane. Clerics are the most iconic divine spellcasters, beseeching the gods to grant them their magic.

Divine sorcerers can use the blood of their celestial or fiendish ancestors as a divine conduit, and champions call upon their gods to grant them martial prowess through divine guidance.

Occult

The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Bards are the most iconic occult spellcasters, collecting strange esoterica and using their performances to influence the mind or elevate the soul, and occult sorcerers strive to understand the mysterious power in their blood.

Primal

An instinctual connection to and faith in the world, the cycle of day and night, the turning of the seasons, and the natural selection of predator and prey drive the primal tradition. Druids are the most iconic primal spellcasters, calling upon the magic of nature through deep faith and a connection to the plants and animals around them, and primal sorcerers call upon their fey or beast blood to harness the same natural energies.

Magical Schools

All spells, all magic items, and most other magical effects fall into one of the eight schools of magic. These schools broadly define what the magic is capable of. Every spell has the trait corresponding to its school. Some spellcasters, like specialist wizards, have particular acumen with a certain school of magic.

Abjuration

Abjurations protect and ward. They create barriers that keep out attacks, effects, or even certain types of creatures. They also create effects that harm trespassers or banish interlopers.

Conjuration

Conjuration spells transport creatures via teleportation, create an object, or bring a creature or object from somewhere else (typically from another plane) to follow your commands.

Conjuration spells often have the teleportation trait, and the creatures summoned by conjuration spells have the summoned trait.

Divination

Divinations allow you to learn the secrets of the present, past, and future. They bestow good fortune, grant you the ability to perceive remote locations, and reveal secret knowledge.

Divinations often have the detection trait if they find something, the prediction trait if they grant you insight about what might happen in the future, the revelation trait if they show things as they truly are, or the scrying trait if they let you perceive another location.

Enchantment

Enchantments affect the minds and emotions of other creatures—sometimes to influence and control them, and other times to bolster them to greater heights of courage. Enchantment spells almost always have the mental trait, and many have the emotion trait or the fear trait.

Evocation

Evocations capture magical energy and then shape it to harm your foes or protect your allies. Evocation spells often have a trait that comes from the type of damage they deal, such as acid, cold, fire, force, or Sonic.

Illusion

Illusions create the semblance of something real, fooling the eyes, ears, and other senses. They almost always have the mental trait, and depending on how the illusion is perceived, they might also have the auditory or visual trait.

Necromancy

Necromancy spells harness the power of life and death.

They can sap life essence or sustain creatures with life-saving Healing. Necromancy spells often have the curse, death, Healing, negative, or positive traits.

Transmutation

Transmutation spells make alterations to or transform the physical form of a creature or object. The morph and polymorph traits appear primarily in transmutation spells.

Spellbooks

Carefully maintained and jealously guarded, there are few things more valuable to a wizard than a spellbook. These repositories of magical lore are often trapped and warded to ensure that no one meddles with the secrets inside.

Although spellbooks play a central role in a wizard’s daily routine, other prepared spellcasting classes have been known to use spellbooks to record uncommon or even rare spells. Such a resource allows a caster to treat the spell like any other common spell, so long as they can reference the book during their daily preparations.

Spell Slots

Characters of spellcasting classes can cast a certain number of spells each day; the spells you can cast in a day are referred to as spell slots. At 1st level, a character has only a small number of 1st-level spell slots per day, but as you advance in level, you gain more spell slots and new slots for higher-level spells. A spell’s level indicates its overall power, from 1 to 10.

Prepared Spells

If you’re a prepared spellcaster—such as a cleric, druid, or wizard—you must spend time each day preparing spells for that day. At the start of your daily preparations, you select a number of spells of different spell levels determined by your character level and class. Your spells remain prepared until you cast them or until you prepare spells again.

Each prepared spell is expended after a single casting, so if you want to cast a particular spell more than once in a day, you need to prepare that spell multiple times. The exceptions to this rule are spells with the cantrip trait; once you prepare a cantrip, you can cast it as many times as you want until the next time you prepare spells. See cantrips.

You might gain an ability that allows you to swap prepared spells or perform other aspects of preparing spells at different times throughout the day, but only your daily preparation counts for the purpose of effects that last until the next time you prepare spells.

Spontaneous Spells

If you’re a spontaneous spellcaster—such as a bard or a sorcerer—you choose which spell you’re using a spell slot for at the moment you decide to cast it. This provides you with more freedom in your spellcasting, but you have fewer spells in your spell repertoire, as determined by your character level and class. When you make your daily preparations, all your spell slots are refreshed, but you don’t get to change the spells in your repertoire.

Heightened Spells

Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell.

This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level (see Heightened Spontaneous Spells below). When you heighten your spell, the spell’s level increases to match the higher level of the spell slot you’ve prepared it in or used to cast it. This is useful for any spell, because some effects, such as counteracting, depend on the spell’s level.

In addition, many spells have additional specific benefits when they are heightened, such as increased damage. These extra benefits are described at the end of the spell’s stat block. Some heightened entries specify one or more levels at which the spell must be prepared or cast to gain these extra advantages. Each of these heightened entries states specifically which aspects of the spell change at the given level. Read the heightened entry only for the spell level you’re using or preparing; if its benefits are meant to include any of the effects of a lower-level heightened entry, those benefits will be included in the entry.

Other heightened entries give a number after a plus sign, indicating that heightening grants extra advantages over multiple levels. The listed effect applies for every increment of levels by which the spell is heightened above its lowest spell level, and the benefit is cumulative. For example, fireball says “Heightened (+1) The damage increases by 2d6.” Because fireball deals 6d6 fire damage at 3rd level, a 4th-level fireball would deal 8d6 fire damage, a 5th-level spell would deal 10d6 fire damage, and so on.

Heightened Spontaneous Spells

If you’re a spontaneous spellcaster, you must know a spell at the specific level that you want to cast it in order to heighten it. You can add a spell to your spell repertoire at more than a single level so that you have more options when casting it. For example, if you added fireball to your repertoire as a 3rd-level spell and again as a 5th-level spell, you could cast it as a 3rd-level or a 5th-level spell; however, you couldn’t cast it as a 4th-level spell.

Many spontaneous spellcasting classes provide abilities like the signature spells class feature, which allows you to cast a limited number of spells as heightened versions even if you know the spell at only a single level.

Cantrips

A cantrip is a special type of spell that’s weaker than other spells but can be used with greater freedom and flexibility.

The title of a cantrip’s stat block says “Cantrip” instead of “Spell.” Casting a cantrip doesn’t use up your spell slots; you can cast a cantrip at will, any number of times per day. If you’re a prepared caster, you have a number of cantrip spell slots that you use to prepare your cantrips.

You can’t prepare a cantrip in any other slot.

A cantrip is always automatically heightened to half your level, rounded up. For a typical spellcaster, this means its level is equal to the highest level of spell slot you have.

Focus Spells

Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list.

Furthermore, you cast focus spells using a special pool of Focus Points—you can’t prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can’t spend your Focus Points to cast spells that aren’t focus spells.

Even some classes that don’t normally grant spellcasting, such as the champion and monk, can grant focus spells.

Focus spells are automatically heightened to half your level rounded up, just like cantrips are. You can’t cast a focus spell if its minimum level is greater than half your level rounded up, even if you somehow gain access to it.

Casting any of your focus spells costs you 1 Focus Point.

You automatically gain a focus pool of 1 Focus Point the first time you gain an ability that gives you a focus spell.

You replenish all the Focus Points in your pool during your daily preparations. You can also use the Refocus activity to pray, study, meditate, or otherwise reattune yourself to the source of your focus magic and regain a Focus Point.

Some abilities allow you to increase the Focus Points in your pool beyond 1. Typically, these are feats that give you a new focus spell and increase the number of points in your pool by 1. Your focus pool can’t have a capacity beyond 3 Focus Points, even if feats that increase your pool would cause it to exceed this number.

Refocus

Concentrate Exploration

Requirements You have a focus pool, and you have spent at least 1 Focus Point since you last regained any Focus Points.


You spend 10 minutes performing deeds to restore your magical connection. This restores 1 Focus Point to your focus pool. The deeds you need to perform are specified in the class or ability that gives you your focus spells. These deeds can usually overlap with other tasks that relate to the source of your focus spells. For instance, a cleric with focus spells from a good deity can usually Refocus while tending the wounds of their allies, and a wizard of the illusionist school might be able to Refocus while attempting to Identify Magic of the illusion school.

The Four Essences

Spells that affect certain physical or metaphysical forces tend to be grouped into particular magical traditions.

Scholars of magic widely agree that all of existence is composed of some combination of four essences, though they disagree on the names and particular qualities of each essence.

The following entries discuss each essence and the traditions and spell schools relevant to it; for instance, evocation spells tend to manipulate matter. The abjuration school is an unusual case, as abjuration spells draw upon different essences depending on who they are warding and what they are protecting against.

Matter

Also called body, material essence, or physical essence, matter is the fundamental building block that makes up all physical things in the universe. The arcane and primal traditions are especially attuned toward manipulating and shaping matter. Spells that are used to create or alter matter most often come from the conjuration, evocation, or transmutation schools.

Spirit

Also called soul, ethereal essence, or spiritual essence, spirit is an otherworldly building block that makes up a being’s immaterial and immortal self. The spirit travels through the Ethereal Plane and into the Great Beyond after the death of the physical body. The spirit is most easily affected by divine and occult spells.

Spirit spells are usually of the divination or necromancy schools.

Mind

Also called thought or astral essence, the mind essence allows thinking creatures to have rational thoughts, ideas, plans, logic, and memories. Mind touches even nonsapient creatures like animals, though in a more limited capacity. Arcane and occult casters usually excel at mind spells. Spells that use mind essence are usually found in the divination, enchantment, and illusion schools.

Life

Also called heart, faith, instinct, or vital essence, life represents the animating universal force within all things. Whereas matter provides the base materials for a body, life keeps it alive and well. This essence is responsible for unconscious responses and belief, such as ancestral instincts and divine guidance. The divine and primal traditions hold power over life. Life spells are usually necromancy.

Spellcasters with Focus Spells

If you are a spellcaster, your focus spells are the same tradition of spell as the class that gave you the focus spell. A bard’s are occult, a cleric’s are divine, a druid’s are primal, a wizard’s are arcane, and a sorcerer’s are determined by their bloodline.

Non-Spellcasters with Focus Spells

If you get focus spells from a class or other source that doesn’t grant spellcasting ability (for example, if you’re a monk with the Ki Strike feat), the ability that gives you focus spells also provides your proficiency rank for spell attack rolls and spell DCs, as well as the magical tradition of your focus spells. You gain the ability to Cast a Spell and use any spellcasting actions necessary to cast your focus spells (see below). However, you don’t qualify for feats and other rules that require you to be a spellcaster.

Your Spellcasting Style

If you’re playing a spellcaster, it can be fun to consider your personal spellcasting style. Casters of different traditions have the biggest gulf in how they cast spells, but there’s also differentiation between—and within—classes!

Preparing Your Spells

If you prepare spells, consider what it looks like as you do so. Typically, arcane spellcasters consult their books, self-reflect, or otherwise study; divine casters pray to fill their heart with spells that will serve their deity; occult casters attempt to decipher cryptic messages, often while referencing occult texts; and primal casters might seek natural places to contemplate their magic, such as a grove or underground cavern.

Spontaneous spellcasters, not needing to prepare, tend to wake up with their magical reserves restored. This might be a refreshed or vivacious feeling, a teeming thrum throughout the body, or even a sense of impending dread or awe.

Casting Your Spells

For one spellcaster, casting a spell is a stressful, painful process. For another, it’s a moment of triumph as they outsmart their enemy with just the right trick.

The Spell Components sidebar describes how spell components might impact the way you cast spells. Think about what they might mean for you. Do your verbal components use your own voice? Resonate out with a different timbre due to the magic in your words? Resemble the voice of your deity? For somatic components, what gestures do you make? They could be abstract, like forming quick sigils that look like hand signals. Or maybe they’re direct: pointing your finger or raising a fist. The particulars of material components are abstracted, so you can customize those you like best for your spells.

Refocusing

Your class briefly describes what you need to do to Refocus, such as communing with a familiar for the witch or meditating for the monk. Start out with some idea of what this looks like for you, and refine it during play. What you need to do to Refocus is broadly defined to allow a variety of methods that make sense in the story. One witch might share a treat to commune with their familiar, while another might endure a lecture from their familiar on their patron’s virtues.

Innate Spells

Certain spells are natural to your character, typically coming from your ancestry or a magic item rather than your class. You can cast your innate spells even if you aren’t a member of a spellcasting class. The ability that gives you an innate spell tells you how often you can cast it—usually once per day—and its magical tradition. Innate spells are refreshed during your daily preparations. Innate cantrips are cast at will and automatically heightened as normal for cantrips (see Cantrips) unless otherwise specified.

You’re always trained in spell attack rolls and spell DCs for your innate spells, even if you aren’t otherwise trained in spell attack rolls or spell DCs. If your proficiency in spell attack rolls or spell DCs is expert or better, apply that proficiency to your innate spells, too. You use your Charisma modifier as your spellcasting ability modifier for innate spells unless otherwise specified.

If you have an innate spell, you can cast it, even if it’s not of a spell level you can normally cast. This is especially common for monsters, which might be able to cast innate spells far beyond what a character of the same level could use.

You can’t use your spell slots to cast your innate spells, but you might have an innate spell and also be able to prepare or cast the same spell through your class. You also can’t heighten innate spells, but some abilities that grant innate spells might give you the spell at a higher level than its base level or change the level at which you cast the spell.

Casting Spells

The casting of a spell can range from a simple word of magical might that creates a fleeting effect to a complex process taking minutes or hours to cast and producing a long-term impact. Casting a Spell is a special activity that takes a number of actions defined by the spell. When you Cast a Spell, your spellcasting creates obvious visual manifestations of the gathering magic, although feats such as Conceal Spell and Melodious Spell can help hide such manifestations or otherwise prevent observers from noticing that you are casting.

Cast a Spell

You cast a spell you have prepared or in your repertoire. Casting a Spell is a special activity that takes a variable number of actions depending on the spell, as listed in each spell’s stat block. As soon as the spellcasting actions are complete, the spell effect occurs.

Some spells are cast as a reaction or free action. In those cases, you Cast the Spell as a reaction or free action (as appropriate) instead of as an activity. Such cases will be noted in the spell’s stat block—for example, “[reaction] verbal.”

Long Casting Times Some spells take minutes or hours to cast. The Cast a Spell activity for these spells includes a mix of the listed spell components, but it’s not necessary to break down which one you’re providing at a given time. You can’t use other actions or reactions while casting such a spell, though at the GM’s discretion, you might be able to speak a few sentences.

As with other activities that take a long time, these spells have the exploration trait, and you can’t cast them in an encounter.

If combat breaks out while you’re casting one, your spell is disrupted (see Disrupted and Lost Spells).

Spell Components Each spell lists the spell components required to cast it after the action icons or text, such as “[three-actions] material, somatic, verbal.” The spell components, described in detail below, add traits and requirements to the Cast a Spell activity. If you can’t provide the components, you fail to Cast the Spell.

  • Material (manipulate)
  • Somatic (manipulate)
  • Verbal (concentrate)
  • Focus (manipulate)

Disrupted and Lost Spells Some abilities and spells can disrupt a spell, causing it to have no effect and be lost. When you lose a spell, you’ve already expended the spell slot, spent the spell’s costs and actions, and used the Cast a Spell activity.

If a spell is disrupted during a Sustain a Spell action, the spell immediately ends. The full rules for disrupting actions appear.

Spell Components

A spell description lists the components required to Cast the Spell. For most spells, the number of components is equal to the number of actions you must spend to Cast the Spell. Each component adds certain traits to the Cast a Spell activity, and some components have special requirements. The components that appear in this book are listed below.

Material

A material component is a bit of physical matter consumed in the casting of the spell. The spell gains the manipulate trait and requires you to have a free hand to retrieve and manipulate a material component. That component is expended in the casting (even if the spell is disrupted).

Except in extreme circumstances, you can assume all common components are included in a material component pouch.

Somatic

A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.

Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).

Verbal

A verbal component is a vocalization of words of power.

You must speak them in a strong voice, so it’s hard to conceal that you’re Casting a Spell. The spell gains the concentrate trait. You must be able to speak to provide this component.

Focus

A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand.

As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.

Foci tend to be expensive, and you need to acquire them in advance to Cast the Spell.

Ranges, Areas, and Targets

Spells with a range can affect targets, create areas, or make things appear only within that range. Most spell ranges are measured in feet, though some can stretch over miles, reach anywhere on the planet, or go even farther!

Touch Range

A spell with a range of touch requires you to physically touch the target. You use your unarmed reach to determine whether you can touch the creature. You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll. If an ability increases the range of a touch spell, start at 0 feet and increase from there.

Areas

Sometimes a spell has an area, which can be a burst, cone, emanation, or line. If the spell originates from your position, the spell has only an area; if you can cause the spell’s area to appear farther away from you, the spell has both a range and an area.

Targets

Some spells allow you to directly target a creature, an object, or something that fits a more specific category. The target must be within the spell’s range, and you must be able to see it (or otherwise perceive it with a precise sense) to target it normally. At the GM’s discretion, you can attempt to target a creature you can’t see, as described in Detecting Creatures. If you fail to target a particular creature, this doesn’t change how the spell affects any other targets the spell might have.

If you choose a target that isn’t valid, such as if you thought a vampire was a living creature and targeted it with a spell that can target only living creatures, your spell fails to target that creature. If a creature starts out as a valid target but ceases to be one during a spell’s duration, the spell typically ends, but the GM might decide otherwise in certain situations.

Spells that affect multiple creatures in an area can have both an Area entry and a Targets entry. A spell that has an area but no targets listed usually affects all creatures in the area indiscriminately.

Some spells restrict you to willing targets. A player can declare their character a willing or unwilling target at any time, regardless of turn order or their character’s condition (such as when a character is paralyzed, unconscious, or even dead).

Line of Effect

You usually need an unobstructed path to the target of a spell, the origin point of an area, or the place where you create something with a spell.

Durations

The duration of a spell is how long the spell effect lasts.

Spells that last for more than an instant have a Duration entry. A spell might last until the start or end of a turn, for some number of rounds, for minutes, or even longer. If a spell’s duration is given in rounds, the number of rounds remaining decreases by 1 at the start of each of the spellcaster’s turns, ending when the duration reaches 0.

Some spells have effects that remain even after the spell’s magic is gone. Any ongoing effect that isn’t part of the spell’s duration entry isn’t considered magical.

For instance, a spell that creates a loud sound and has no duration might deafen someone for a time, even permanently. This deafness couldn’t be counteracted because it is not itself magical (though it might be cured by other magic, such as restore senses).

If a spell’s caster dies or is incapacitated during the spell’s duration, the spell remains in effect till its duration ends.

You might need to keep track of the caster’s initiative after they stopped being able to act to monitor spell durations.

Sustaining Spells

If the spell’s duration is “sustained,” it lasts until the end of your next turn unless you use a Sustain a Spell action on that turn to extend the duration of that spell.

Sustain a Spell [one-action]

Concentrate

Requirements You have at least one spell active with a sustained duration, and you are not fatigued.

Choose one spell with a sustained duration you have in effect.

The duration of that spell continues until the end of your next turn. Some spells might have slightly different or expanded effects if you sustain them. Sustaining a Spell for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration (such as “sustained up to 1 minute” or “sustained up to 1 hour”).

If your Sustain a Spell action is disrupted, the spell immediately ends.

Long Durations

If a spell’s duration says it lasts until your next daily preparations, on the next day you can refrain from preparing a new spell in that spell’s slot. (If you are a spontaneous caster, you can instead expend a spell slot during your preparations.) Doing so extends the spell’s duration until your next daily preparations. This effectively Sustains the Spell over a long period of time.

If you prepare a new spell in the slot (or don’t expend a spell slot), the spell ends. You can’t do this if the spell didn’t come from one of your spell slots. If you are dead or otherwise incapacitated at the 24-hour mark after the time you Cast the Spell or the last time you extended its duration, the spell ends. Spells with an unlimited duration last until counteracted or Dismissed. You don’t need to keep a spell slot open for these spells.

Dismissing

Some spells can be dismissed, ending the duration early.

This requires the caster or target to use the Dismiss action.

Dismiss [one-action]

Concentrate

You end one spell effect or magic item effect. This must be an effect you are allowed to dismiss, as defined by the spell or item. Dismissal might end the effect entirely or might end it just for a certain target or targets, depending on the spell or item.

Saving Throws

Spells that require a target to attempt a save to resist some or all of the spell’s effects have a; Saving Throw entry. This entry presents the type of save for quick reference, and specific details appear in the spell description. Whenever a spell allows a saving throw, it uses the caster’s spell DC.

Basic Saving Throws

If a spell’s Saving Throw entry specifies a “basic” saving throw, the spell’s potential effects all relate to the damage listed in the spell’s description. The target takes no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure.

Spell Attacks

Some spells require you to succeed at a spell attack roll to affect the target. This is usually because they require you to precisely aim a ray or otherwise make an accurate attack. A spell attack roll is compared to the target’s AC.

Spell attack rolls benefit from any bonuses or penalties to attack rolls, including your multiple attack penalty, but not any special benefits or penalties that apply only to weapon or unarmed attacks. Spell attacks don’t deal any damage beyond what’s listed in the spell description.

In rare cases, a spell might have you make some other type of attack, such as a weapon Strike. Such attacks use the normal rules and attack bonus for that type of attack.

Identifying Spells

Sometimes you need to identify a spell, especially if its effects are not obvious right away. If you notice a spell being cast, and you have prepared that spell or have it in your repertoire, you automatically know what the spell is, including the level to which it is heightened.

If you want to identify a spell but don’t have it prepared or in your repertoire, you must spend an action on your turn to attempt to identify it using Recall Knowledge. You typically notice a spell being cast by seeing its visual manifestations or hearing its verbal casting components. Identifying long-lasting spells that are already in place requires using Identify Magic instead of Recall Knowledge because you don’t have the advantage of watching the spell being cast.

Counteracting

Some spells, such as dispel magic, can be used to eliminate the effects of other spells. At least one creature, object, or manifestation of the spell you are trying to counteract must be within range of the spell that you are using. You attempt a counteract check using your spellcasting ability modifier and your proficiency bonus for spell attack rolls.

Hostile Actions

Sometimes spell effects prevent a target from using hostile actions, or the spell ends if a creature uses any hostile actions. A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm.

For instance, lobbing a fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be. The GM is the final arbitrator of what constitutes a hostile action.

Setting Triggers

If a spell is meant to respond only to certain events or under certain conditions—such as magic mouth—it might require you to set a trigger. This is a simple sensory cue that causes the spell to activate. The spell activates as a reaction when the spell’s sensor observes something that fits its trigger. Depending on the spell, the trigger might be the presence of a type of creature, such as “red-haired dwarven women,” or it could be an observed action, such as “whenever someone enters the spell’s area.”

Disguises and illusions fool the spell as long as they appear to match its parameters. For a spell to detect something visually, the spell’s origin point must have line of sight. Darkness doesn’t prevent this, but invisibility does, as does a successful Stealth check to Hide (against the spell’s DC). For auditory detection, line of sight isn’t necessary, though the sound must be audible at the spell’s origin point. A Stealth check to Sneak can fool the sensor.

Walls

Spells that create walls list the depth, length, and height of the wall, also specifying how it can be positioned. Some walls can be shaped; you can manipulate the wall into a form other than a straight line, choosing its contiguous path square by square. The path of a shaped wall can’t enter the same space more than once, but it can double back so one section is adjacent to another section of the wall.

Reading Spells

Each spell uses the following format. Entries appear only when applicable, so not all spells will have every entry described here. The spell’s name line also lists the type of spell if it’s a cantrip or focus spell, as well as the level.

Spell Name Spell Level

Traits

Tradition This entry lists the magical traditions the spell belongs to. Some feats or other abilities might add a spell to your spell list even if you don’t follow the listed traditions.

Cast The number of actions required to Cast the Spell are listed here. Spells that can be cast during a single turn have the appropriate icon, as do those that can be cast as a free action or a reaction. Spells that take longer to cast list the time required, such as “1 minute.” After this, the spell’s components are listed. If Casting the Spell has a cost, requirements, or a trigger, that information is also listed in this section. A cost includes any money, valuable materials, or other resources that must be expended to cast the spell.

Range, Area, and Targets This entry lists the range of the spell, the area it affects, and the targets it can affect, if any. If none of these entries are present, the spell affects only the caster.

Saving Throw and Duration If a spell allows the target to attempt a saving throw, the type of save appears here. Any details on the particular results and timing of the save appear in the text unless the entry specifies a basic saving throw. If the spell requires a save only under certain circumstances or at a certain time, this entry is omitted, since the text needs to explain it in more detail. A spell that doesn’t list a duration takes place instantaneously, and anything created by it persists after the spell.


A horizontal line follows saving throws and duration, and the effects of the spell are described after this line. This section might also detail the possible results of a saving throw: critical success, success, failure, and critical failure.


Heightened (level) If the spell can be heightened, the effects of heightening it appear at the end of the stat block.

Spell Lists

These lists include the spells for each tradition, including cantrips.

A superscript “H” indicates a spell has extra effects when heightened, and a spell whose rarity is greater than common has a superscript with the first letter of that rarity. An abbreviation in parentheses indicates a spell’s school.

Arcane Spells

Arcane Cantrips
Spell Name Heighten? School Description
Acid Splash Y Evocation Damage creatures with acid.
Chill Touch Y Necromancy Your touch hurts the living or disorients undead.
Dancing Lights   Evocation Create four floating Lights you can move.
Daze Y Enchantment Damage a creature’s mind and possibly stun it.
Detect Magic Y Divination Sense whether magic is nearby.
Electric Arc Y Evocation Zap one or two creatures with lightning.
Ghost Sound Y Illusion Make false sounds.
Light Y Evocation Make an object glow.
Mage Hand Y Evocation Command a floating hand to move an object.
Message Y Illusion Speak a message to a distant creature, who can reply.
Prestidigitation   Evocation Perform a minor magical trick.
Produce Flame Y Evocation Kindle small flames to attack close or at range.
Ray of Frost Y Evocation Damage a creature with cold.
Read Aura Y Divination Detect if an object is magical, and determine the school of its magic.
Shield Y Abjuration A shield of magical force blocks attacks and magic missiles.
Sigil Y Transmutation Leave a magical mark.
Tanglefoot Y Conjuration Conjure a vine to entangle a creature.
Telekinetic Projectile Y Evocation Fling an object at a creature.
Arcane 1st-Level Spells
Spell Name Heighten? School Description
Air Bubble   Conjuration React to create air for a creature to breathe.
Alarm Y Abjuration Be alerted if a creature enters a warded area.
Ant Haul   Transmutation Target can carry more.
Burning Hands Y Evocation A small cone of flame rushes from your hands.
Charm Y Enchantment A humanoid becomes more friendly to you.
Color Spray   Illusion Swirling colors dazzle or stun creatures.
Command Y Enchantment Bid a creature to approach, run, release something, lie prone, or stand up.
Create Water   Conjuration Conjure 2 gallons of water.
Fear Y Enchantment Frighten a creature, possibly making it flee.
Feather Fall   Abjuration React to slow a creature’s fall.
Fleet Step   Transmutation Make your Speed much faster.
Floating Disk   Conjuration A disk of energy follows you, carrying objects.
Goblin Pox   Necromancy Infect a creature with goblin pox.
Grease   Conjuration Coat a surface or object in slippery grease.
Grim Tendrils Y Necromancy Creatures in a line take negative damage and bleed.
Gust of Wind   Evocation Wind blows out fires and knocks back objects and creatures.
Hydraulic Push Y Evocation Damage and push a creature with a blast of water.
Illusory Disguise Y Illusion Make yourself look like a different creature.
Illusory Object Y Illusion Form a convincing illusion of an object.
Item Facade Y Illusion Disguise an item to look perfect or shoddy.
Jump Y Transmutation Make an impressive leap.
Lock Y Abjuration Make a lock hard to open.
Longstrider Y Transmutation Increase your Speed for an hour.
Mage Armor Y Abjuration Ward yourself with magical armor.
Magic Aura (Uncommon) Y Illusion Change how an item’s magic appears to detecting spells.
Magic Missile Y Evocation Pelt creatures with unerring bolts of magical force.
Magic Weapon   Transmutation Make a weapon temporarily magical.
Mending Y Transmutation Repair one non-magical item.
Negate Aroma Y Abjuration Suppress a creature’s scent.
Pest Form Y Transmutation Turn into a nonthreatening animal.
Ray of Enfeeblement   Necromancy Sap a creature’s strength.
Shocking Grasp Y Evocation Zap a creature with electricity.
Sleep Y Enchantment Cause creatures in a small area to fall asleep.
Spider Sting   Necromancy Damage a creature and afflict it with spider venom.
Summon Animal Y Conjuration Conjure an animal to fight on your behalf.
Summon Construct Y Conjuration Conjure a construct to fight on your behalf.
True Strike   Divination Make your next attack especially accurate.
Unseen Servant   Conjuration Create an invisible creature to help you.
Ventriloquism Y Illusion Throw your voice.
Arcane 2nd-Level Spells
Spell Name Heighten? School Description
Acid Arrow Y Evocation Magical arrow deals acid damage persistently.
Blur   Illusion Cause a target’s form to become blurry and hard to hit.
Comprehend Language Y Divination A creature understands one language.
Continual Flame Y Evocation A magical flame burns indefinitely.
Create Food Y Conjuration Conjure food that can feed multiple creatures.
Darkness Y Evocation Suppress all Light in an area.
Darkvision Y Divination See in the dark.
Deafness   Necromancy Make a creature deaf.
Dispel Magic   Abjuration End a spell or suppress an item’s magic.
Endure Elements Y Abjuration Protect a creature from severe cold or heat.
Enlarge Y Transmutation A creature grows in size.
False Life Y Necromancy Gain temporary HP.
Flaming Sphere Y Evocation A ball of fire rolls about at your command.
Gentle Repose Y Necromancy A corpse doesn’t decay and can’t become undead.
Glitterdust   Evocation Sparkling dust breaks invisibility and impedes vision.
Hideous Laughter   Enchantment Fits of laughter make a creature unable to take all its actions.
Humanoid Form Y Transmutation Take the shape of a humanoid.
Illusory Creature Y Illusion Form a convincing illusion of a creature.
Invisibility Y Illusion A creature can’t be seen until it attacks.
Knock   Transmutation Make a door, lock, or container easier to open, and possibly open it immediately.
Magic Mouth   Illusion Make an illusory mouth appear to speak a message.
Mirror Image   Illusion Illusory duplicates of you cause attacks to miss.
Misdirection   Illusion Cause one creature’s auras to appear to be another’s.
Obscuring Mist   Conjuration Conceal creatures in a cloud of mist.
Phantom Steed Y Conjuration Conjure a magical horse.
Resist Energy Y Abjuration Protect a creature from one type of energy damage.
See Invisibility Y Divination See invisible creatures and objects.
Shrink Y Transmutation Reduce a willing creature to Tiny size.
Spectral Hand   Necromancy Semicorporeal hand touches creatures to target them with your spells.
Spider Climb Y Transmutation Give a creature a climb Speed.
Summon Elemental Y Conjuration Conjure an elemental to fight on your behalf.
Telekinetic Maneuver   Evocation Disarm, Shove, or Trip a creature telekinetically.
Touch of Idiocy   Enchantment Dull a target’s mind with a touch.
Water Breathing Y Transmutation Allow creatures to breathe underwater.
Water Walk Y Transmutation Buoy a creature so it can walk on water.
Web Y Conjuration Form a web that keeps creatures from moving.
Arcane 3rd-Level Spells
Spell Name Heighten? School Description
Bind Undead   Necromancy Take control of a mindless undead.
Blindness   Necromancy Strike a target blind.
Clairaudience   Divination Hear through an invisible magical sensor.
Dream Message Y Enchantment Send a message that arrives in a dream.
Earthbind   Transmutation Bring a flying creature to the ground.
Enthrall   Enchantment Your speech makes creatures fascinated with you.
Feet to Fins Y Transmutation Turn a creature’s feet into fins, enabling it swim but slowing it on land.
Fireball Y Evocation An explosion of fire in an area burns creatures.
Ghostly Weapon   Transmutation Make a weapon affect incorporeal creatures.
Glyph of Warding   Abjuration Store a spell in a symbol to make a trap.
Haste Y Transmutation Speed up a creature so it can attack or move more often.
Hypnotic Pattern   Illusion Shifting colors dazzle and fascinate creatures.
Invisibility Sphere Y Illusion You and creatures near you become invisible as you explore.
Levitate   Evocation Float an object or creature a few feet off the ground.
Lightning Bolt Y Evocation Lightning strikes all creatures in a line.
Locate (Uncommon) Y Divination Learn the direction to an object.
Meld into Stone   Transmutation Meld into a block of stone.
Mind Reading (Uncommon)   Divination Read a creature’s surface thoughts.
Nondetection (Uncommon)   Abjuration Protect a creature or object from detection.
Paralyze Y Enchantment Freeze a humanoid in place.
Secret Page   Illusion Alter the appearance of a page.
Shrink Item   Transmutation Reduce an object to the size of a coin.
Slow Y Transmutation Make a creature slower, reducing its actions.
Stinking Cloud   Conjuration Form a cloud that sickens creatures.
Vampiric Touch Y Necromancy Deal negative damage and gain temporary HP with a touch.
Wall of Wind   Evocation Create a wall of gusting winds that hinders movement and ranged attacks.
Arcane 4th-Level Spells
Spell Name Heighten? School Description
Aerial Form Y Transmutation Turn into a flying combatant.
Blink Y Conjuration Flit between the planes, vanishing and reappearing.
Clairvoyance   Divination See through an invisible magical sensor.
Confusion Y Enchantment Befuddle a creature, making it act randomly.
Creation Y Conjuration Make a temporary object.
Detect Scrying (Uncommon) Y Divination Find out if scrying effects are in the area.
Dimension Door Y Conjuration Teleport yourself up to 120 feet.
Dimensional Anchor   Abjuration Keep a creature from teleporting or traveling to other planes.
Discern Lies (Uncommon)   Divination Expertly detect lies and falsehoods.
Fire Shield Y Evocation Flames protect you from cold and harm those that touch you.
Fly Y Transmutation Cause the target creature to gain a fly Speed.
Freedom of Movement   Abjuration A creature overcomes hindrances to its movement.
Gaseous Form   Transmutation Turn a willing creature into a flying cloud.
Globe of Invulnerability (Uncommon)   Abjuration Magical sphere counteracts spells that would enter it.
Hallucinatory Terrain (Uncommon) Y Illusion A natural environment appears to be another kind of terrain.
Nightmare   Illusion Plague a creature’s dreams with disturbing nightmares.
Outcast’s Curse   Enchantment Curse a creature to be off-putting and grating.
Phantasmal Killer Y Illusion Place a fearsome image in a creature’s mind to scare and possibly kill it.
Private Sanctum (Uncommon)   Abjuration Black fog prevents sensing, scrying, and mind-reading on anyone within.
Resilient Sphere   Abjuration Create a sphere of force that blocks anything that would come through.
Rope Trick (Uncommon)   Conjuration Animate a rope that rises to an Extradimensional hiding place.
Shape Stone   Transmutation Reshape a cube of stone.
Solid Fog   Conjuration Conjure heavy fog that obscures sight and is hard to move through.
Spell Immunity   Abjuration Name a spell to negate its effects on you.
Stoneskin Y Abjuration Harden a creature’s skin into durable stone.
Suggestion Y Enchantment Suggest a course of action a creature must follow.
Telepathy Y Divination Communicate telepathically with any creatures near you.
Veil Y Illusion Disguise many creatures as other creatures.
Wall of Fire Y Evocation Create a blazing wall burns creatures that pass through.
Weapon Storm Y Evocation Multiply a weapon you hold and attack many creatures with it.
Arcane 5th-Level Spells
Spell Name Heighten? School Description
Banishment Y Abjuration Send a creature back to its home plane.
Black Tentacles   Conjuration Tentacles in an area grab creatures.
Chromatic Wall Y Abjuration A wall of light offers a unique protection based on its color.
Cloak of Colors   Illusion Bright colors dazzle creatures near the target, and attacks cause blinding flashes of light.
Cloudkill Y Necromancy Poison creatures in a cloud that moves away from you.
Cone of Cold Y Evocation Bitter cold damages creatures in a cone.
Control Water   Evocation Raise or lower water in a large area.
Crushing Despair Y Enchantment Make a creature sob uncontrollably.
Drop Dead (Uncommon) Y Illusion The target appears to die but actually turns invisible.
Elemental Form Y Transmutation Turn into an elemental.
False Vision (Uncommon)   Illusion Trick a scrying spell.
Hallucination Y Illusion A creature believes one thing is another, can’t detect something, or sees something that’s not really there.
Illusory Scene Y Illusion Create an imaginary scene containing multiple creatures and objects.
Mariner’s Curse   Necromancy Infect a creature with the curse of the rolling sea.
Mind Probe (Uncommon)   Divination Uncover knowledge and memories in a creature’s mind.
Passwall (Uncommon) Y Conjuration Form an earthen tunnel through a wall.
Prying Eye   Divination An invisible eye transmits what it sees to you.
Sending   Divination Send a mental message to a creature anywhere on the planet and get a reply.
Shadow Siphon   Illusion React to lessen the damage from an enemy’s spell by making it partially illusion.
Shadow Walk (Uncommon)   Conjuration Travel rapidly via the Shadow Plane.
Subconscious Suggestion Y Enchantment Plant a mental suggestion that must be followed when a trigger occurs.
Summon Dragon Y Conjuration Conjure a dragon to fight on your behalf.
Telekinetic Haul   Evocation Move a large object.
Telepathic Bond (Uncommon)   Divination Link minds with willing creatures to communicate telepathically at great distances.
Tongues (Uncommon) Y Divination Let a creature understand and speak all languages.
Wall of Ice Y Evocation Sculpt a foot-thick wall of ice that blocks sight and can chill creatures.
Wall of Stone Y Conjuration Shape a wall of stone.
Arcane 6th-Level Spells
Spell Name Heighten? School Description
Baleful Polymorph   Transmutation Transform a creature into a harmless animal.
Chain lightning Y Evocation Lightning jumps from creature to creature.
Collective Transposition Y Conjuration Teleport up to two creatures to new positions near you.
Disintegrate Y Evocation Reduce a creature or object to dust.
Dominate (Uncommon) Y Enchantment A humanoid must obey your orders.
Dragon Form Y Transmutation Turn into a dragon.
Feeblemind   Enchantment Stupefy a creature permanently.
Flesh to Stone   Transmutation Turn a living creature to a stone statue.
Mislead   Illusion Turn invisible and create a duplicate of yourself who acts like you.
Phantasmal Calamity Y Illusion Damage a creature mentally with visions of an apocalypse.
Purple Worm Sting   Necromancy Damage a creature and infect it with purple worm venom.
Repulsion   Abjuration Prevent creatures from approaching you.
Scrying (Uncommon)   Divination Spy on a creature.
Spellwrack   Abjuration Curse a creature to be harmed when a spell is cast on it and lower the duration of its spells.
Teleport (Uncommon) Y Conjuration Transport you and willing creatures a great distance.
True Seeing   Divination See through illusions and transmutations.
Vampiric Exsanguination Y Necromancy Draw blood and life force from creatures in a cone.
Vibrant Pattern   Illusion Make a pattern of lights that dazzles and blinds.
Wall of Force Y Evocation Create an invisible and durable wall of magical force.
Arcane 7th-Level Spells
Spell Name Heighten? School Description
Contingency Y Abjuration Set up a spell to trigger later under your choice of circumstances.
Dimensional Lock (Uncommon)   Abjuration Prevent teleportation and planar travel.
Duplicate Foe Y Conjuration Create a temporary duplicate of an enemy that fights for you.
Eclipse Burst Y Necromancy A globe of darkness deals cold damage, hurts the living, and overcomes light.
Energy Aegis Y Abjuration A creature gains resistance to acid, cold, electricity, fire, force, and Sonic.
Fiery Body Y Transmutation Turn your body into living flame.
Magnificent Mansion (Uncommon)   Conjuration Conjure a secure dwelling in a demiplane.
Mask of Terror Y Illusion A creature’s fearsome illusory appearance frightens observers.
Plane Shift (Uncommon)   Conjuration Transport creatures to another plane of existence.
Power Word Blind (Uncommon) Y Enchantment Utter a word that blinds a creature.
Prismatic Spray   Evocation Shoot rainbow beams that have various effects on creatures in a cone.
Project Image Y Illusion Make an illusion of yourself you can cast spells through.
Reverse Gravity (Uncommon)   Evocation Flip the gravitational pull in an area.
Spell Turning (Uncommon)   Abjuration Reflect spells back at their caster.
True Target   Divination Make multiple attacks against a creature especially accurate.
Warp Mind   Enchantment Confuse a creature, possibly permanently.
Arcane 8th-Level Spells
Spell Name Heighten? School Description
Antimagic Field (Rare)   Abjuration Magic doesn’t function in an area around you.
Disappearance   Illusion Make a creature invisible, Silent, and undetectable by any and all senses.
Discern Location (Uncommon)   Divination Discover a target’s exact location within unlimited range.
Dream Council   Illusion Communicate through a shared dream.
Earthquake Y Evocation Shake the ground with a devastating earthquake.
Horrid Wilting Y Necromancy Pull moisture from creatures, damaging them.
Maze   Conjuration Trap a creature in an Extradimensional maze.
Mind Blank (Uncommon)   Abjuration Protect a creature from mental magic and some divinations.
Monstrosity Form Y Transmutation Turn into a powerful monster.
Polar Ray Y Evocation Bitter cold damages and drains a creature.
Power Word Stun (Uncommon) Y Enchantment Utter a word that stuns a creature.
Prismatic Wall   Abjuration Form a protective wall with seven chromatic layers.
Scintillating Pattern   Illusion Cause an array of color that dazzles, confuses, and stuns.
Uncontrollable Dance   Enchantment Overcome a target with an all-consuming urge to dance.
Unrelenting Observation   Divination You and other creatures use scrying to track a subject exactly.
Arcane 9th-Level Spells
Spell Name Heighten? School Description
Disjunction (Uncommon)   Abjuration Deactivate or destroy a magic item.
Foresight   Divination Sense when a creature is in danger and React to protect it with good fortune.
Implosion Y Evocation Make a creature collapse in on itself.
Massacre Y Necromancy Instantly kill multiple creatures.
Meteor Swarm Y Evocation Call down four blazing meteors that explode.
Power Word Kill (Uncommon) Y Enchantment Utter a word that slays a creature.
Prismatic Sphere   Abjuration Form a protective sphere composed of seven chromatic layers.
Resplendent Mansion   Conjuration Conjure a mansion that lasts for a day.
Shapechange   Transmutation Transform into a form of your choice repeatedly.
Telepathic Demand   Enchantment Send a mental message that impels a creature toward a course of action.
Weird   Illusion Frighten, deal mental damage, and possibly kill large numbers of creatures.
Arcane 10th-Level Spells
Spell Name Heighten? School Description
Cataclysm   Evocation Call an instant, damaging cataclysm.
Gate (Uncommon)   Conjuration Tear open a portal to another plane.
Remake (Uncommon)   Conjuration Recreate a destroyed object.
Time Stop   Transmutation Briefly stop time for everything but you.
Wish   Divination Make a wish to duplicate arcane spells.

Divine Spells

Divine 1st-Level Spells
Spell Name Heighten? School Description
Chill Touch Y Necromancy Your touch hurts the living or disorients undead.
Daze Y Enchantment Damage a creature’s mind and possibly stun it.
Detect Magic Y Divination Sense whether magic is nearby.
Disrupt Undead Y Necromancy Damage undead with Positive energy.
Divine Lance Y Evocation Throw divine energy that damages based on your deity’s alignment.
Forbidding Ward Y Abjuration Protect an ally against one specific enemy.
Guidance   Divination Divine guidance improves one roll.
Know Direction Y Divination Find true north.
Light Y Evocation Make an object glow.
Message Y Illusion Speak a message to a distant creature, who can reply.
Prestidigitation   Evocation Perform a minor magical trick.
Read Aura Y Divination Detect if an object is magical, and determine the school of its magic.
Shield Y Abjuration A shield of magical force blocks attacks and magic missiles.
Sigil Y Transmutation Leave a magical mark.
Stabilize   Necromancy Stabilize a dying creature.
Divine 1st-Level Spells
Spell Name Heighten? School Description
Air Bubble   Conjuration React to create air for a creature to breathe.
Alarm Y Abjuration Be alerted if a creature enters a warded area.
Bane   Enchantment Weaken enemies’ attacks in an aura around you.
Bless   Enchantment Strengthen allies’ attacks in an aura around you.
Command Y Enchantment Bid a creature to approach, run, release something, lie prone, or stand up.
Create Water   Conjuration Conjure 2 gallons of water.
Detect Alignment (Uncommon) Y Divination See auras of a chosen alignment.
Detect Poison (Uncommon) Y Divination Determine whether an object or creature is poisonous or venomous.
Disrupting Weapons Y Necromancy Weapons deal Positive damage to undead.
Fear Y Enchantment Frighten a creature, possibly making it flee.
Harm Y Necromancy Negative energy harms the living or heals the undead, either a single creature or all in a burst.
Heal Y Necromancy Positive energy heals the living or harms the undead, either a single creature or all in a burst.
Lock Y Abjuration Make a lock hard to open.
Magic Weapon   Transmutation Make a weapon temporarily magical.
Mending Y Transmutation Repair one non-magical item.
Protection (Uncommon)   Abjuration Shield a creature against those of a chosen alignment.
Purify Food and Drink   Necromancy Make beverages and meals safe.
Ray of Enfeeblement   Necromancy Sap a creature’s strength.
Sanctuary   Abjuration Protect a creature from being attacked.
Spirit Link Y Necromancy Continually transfer your health to someone else.
Ventriloquism Y Illusion Throw your voice.
Divine 2nd-Level Spells
Spell Name Heighten? School Description
Augury   Divination Predict whether a course of action brings good fortune.
Calm Emotions   Enchantment Suppress strong emotions and hostility.
Comprehend Language Y Divination A creature understands one language.
Continual Flame Y Evocation A magical flame burns indefinitely.
Create Food Y Conjuration Conjure food that can feed multiple creatures.
Darkness Y Evocation Suppress all light in an area.
Darkvision Y Divination See in the dark.
Deafness   Necromancy Make a creature deaf.
Death Knell   Necromancy Finish off a creature who’s near death.
Dispel Magic   Abjuration End a spell or suppress an item’s magic.
Endure Elements Y Abjuration Protect a creature from severe cold or heat.
Enhance Victuals Y Transmutation Improve food or drink and remove poisons.
Faerie Fire   Evocation Colorful light prevents creatures from being concealed or invisible.
Gentle Repose Y Necromancy A corpse doesn’t decay and can’t become undead.
Ghoulish Cravings   Necromancy Infect a creature with ghoul fever.
Remove Fear Y Enchantment Free a creature from its fright.
Remove Paralysis Y Necromancy Free a creature from paralysis.
Resist Energy Y Abjuration Protect a creature from one type of energy damage.
Restoration Y Necromancy Reduce a condition or lessen a toxin.
Restore Senses Y Necromancy Remove a blinding or deafening effect.
See Invisibility Y Divination See invisible creatures and objects.
Shield Other   Necromancy Absorb half the damage an ally would take.
Silence Y Illusion Mute all sound from a creature.
Sound Burst Y Evocation Damage and deafen creatures with a powerful din.
Spiritual Weapon Y Evocation Materialize a deific weapon of force that appears and attacks repeatedly.
Status Y Divination Keep track of a willing creature’s location and well-being.
Undetectable Alignment (Uncommon)   Abjuration Make a creature or object appear neutral to alignment detection.
Water Breathing Y Transmutation Allow creatures to breathe underwater.
Water Walk Y Transmutation Buoy a creature so it can walk on water.
Divine 3rd-Level Spells
Spell Name Heighten? School Description
Bind Undead   Necromancy Take control of a mindless undead.
Blindness   Necromancy Strike a target blind.
Chilling Darkness Y Evocation Ray of evil darkness deals cold damage, counteracts light, and harms celestials.
Circle of Protection (Uncommon) Y Abjuration A creature emits an aura that protects those within against an alignment.
Crisis of Faith Y Enchantment Cause mental damage and possibly make a worshiper unable to cast spells.
Dream Message Y Enchantment Send a message that arrives in a dream.
Glyph of Warding   Abjuration Store a spell in a symbol to make a trap.
Heroism Y Enchantment Stoke a creature’s inner heroism to make it more competent.
Locate (Uncommon) Y Divination Learn the direction to an object.
Neutralize Poison   Necromancy Cure a poison afflicting a creature.
Remove Disease   Necromancy Cure a disease afflicting a creature.
Sanctified Ground   Abjuration Create a 24-hour area of protection against aberrations, celestials, dragons, fiends, or undead.
Searing Light Y Evocation A ray of burning light deals extra damage to undead and counteracts darkness.
Vampiric Touch Y Necromancy Deal negative damage and gain temporary HP with a touch.
Wanderer’s Guide   Divination Find an ideal route to a location.
Zone of Truth (Uncommon)   Enchantment Compel creatures to tell the truth.
Divine 4th-Level Spells
Spell Name Heighten? School Description
Air Walk   Transmutation Walk on air as though it were solid ground.
Anathematic Reprisal Y Enchantment Cause mental pain to one who commits anathema against your deity.
Dimensional Anchor   Abjuration Keep a creature from teleporting or traveling to other planes.
Discern Lies (Uncommon)   Divination Expertly detect lies and falsehoods.
Divine Wrath Y Evocation Damage and hinder creatures of alignments opposed by your deity.
Freedom of Movement   Abjuration A creature overcomes hindrances to its movement.
Globe of Invulnerability (Uncommon)   Abjuration Magical sphere counteracts spells that would enter it.
Holy Cascade Y Evocation Turn a vial of holy water into an explosion of blessed water.
Outcast’s Curse   Enchantment Curse a creature to be off-putting and grating.
Read Omens (Uncommon)   Divination Get a piece of advice about an upcoming event.
Remove Curse   Necromancy Counteract a curse afflicting a creature.
Spell Immunity   Abjuration Name a spell to negate its effects on you.
Talking Corpse (Uncommon)   Necromancy Have a corpse answer three questions.
Vital Beacon Y Necromancy Radiate vitality that heals creatures that touch you.
Divine 5th-Level Spells
Spell Name Heighten? School Description
Abyssal Plague   Necromancy Inflict a draining curse.
Banishment Y Abjuration Send a creature back to its home plane.
Breath of Life   Necromancy React to revive a creature at the moment of its death.
Death Ward   Abjuration Protect a creature against negative energy.
Drop Dead (Uncommon) Y Illusion The target appears to die but actually turns invisible.
Flame Strike Y Evocation Call divine fire from the sky.
Prying Eye   Divination An invisible eye transmits what it sees to you.
Sending   Divination Send a mental message to a creature anywhere on the planet and get a reply.
Shadow Blast Y Evocation Shape a cone of shadow to deal damage of a type you choose.
Spiritual Guardian Y Abjuration Create a magical guardian to attack at your command and take damage for your allies.
Summon Celestial Y Conjuration Conjure a celestial to fight on your behalf.
Summon Fiend Y Conjuration Conjure a fiend to fight on your behalf.
Tongues (Uncommon) Y Divination Let a creature understand and speak all languages.
Divine 6th-Level Spells
Spell Name Heighten? School Description
Blade Barrier Y Evocation Form a wall of swords made of force.
Field of Life Y Necromancy Create a Positive energy field that heals those within.
Raise Dead (Uncommon) Y Necromancy Return a dead creature to life.
Repulsion   Abjuration Prevent creatures from approaching you.
Righteous Might Y Transmutation Turn into a battle form with divine armaments.
Spellwrack   Abjuration Curse a creature to be harmed when a spell is cast on it and lower the duration of its spells.
Spirit Blast Y Necromancy Damage a creature’s spiritual essence.
Stone Tell (Uncommon)   Divination Speak to spirits within natural stone.
Stone to Flesh   Transmutation Turn a creature turned to stone back to flesh.
True Seeing   Divination See through illusions and transmutations.
Vampiric Exsanguination Y Necromancy Draw blood and life force from creatures in a cone.
Zealous Conviction Y Enchantment Instill unshakable conviction and zeal in willing creatures.
Divine 7th-Level Spells
Spell Name Heighten? School Description
Dimensional Lock (Uncommon)   Abjuration Prevent teleportation and planar travel.
Divine Decree Y Evocation Creatures of alignments opposed by your deity are damaged, enfeebled, paralyzed, or banished.
Divine Vessel Y Transmutation Take on aspects of a servitor of your deity.
Eclipse Burst Y Necromancy A globe of darkness deals cold damage, hurts the living, and overcomes light.
Energy Aegis Y Abjuration A creature gains resistance to acid, cold, electricity, fire, force, and Sonic.
Ethereal Jaunt (Uncommon) Y Conjuration Use the Ethereal Plane to move through objects and into the air.
Finger of Death Y Necromancy Point at a creature to deal negative damage and possibly kill it instantly.
Plane Shift (Uncommon)   Conjuration Transport creatures to another plane of existence.
Regenerate Y Necromancy Cause a creature to heal over time, regrow organs, and reattach body parts.
Sunburst Y Evocation A globe of sunlight deals fire damage, hurts undead, and overcomes darkness.
Divine 8th-Level Spells
Spell Name Heighten? School Description
Antimagic Field (Rare)   Abjuration Magic doesn’t function in an area around you.
Discern Location (Uncommon)   Divination Discover a target’s exact location within unlimited range.
Divine Aura   Abjuration Allies in an aura have better defenses and are protected against one alignment.
Divine Inspiration   Enchantment Spiritual energy recovers a creature’s expended spell.
Moment of Renewal   Necromancy Give a day’s recovery in an instant.
Spiritual Epidemic   Necromancy Weaken a target with a communicable curse.
Divine 9th-Level Spells
Spell Name Heighten? School Description
Bind Soul (Uncommon)   Necromancy Imprison a dead creature’s soul.
Crusade (Uncommon) Y Enchantment Creatures become dedicated to a cause of your choice.
Foresight   Divination Sense when a creature is in danger and React to protect it with good fortune.
Massacre Y Necromancy Instantly kill multiple creatures.
Overwhelming Presence   Enchantment Take on the majesty of a god.
Telepathic Demand   Enchantment Send a mental message that impels a creature toward a course of action.
Wail of the Banshee   Necromancy Scream, dealing damage and draining creatures.
Weapon of Judgment Y Evocation Form a weapon to enforce war or peace.
Divine 10th-Level Spells
Spell Name Heighten? School Description
Avatar   Transmutation Transform into a battle form determined by your deity.
Gate (Uncommon)   Conjuration Tear open a portal to another plane.
Miracle   Divination Ask for a blessing to duplicate divine spells.
Remake (Uncommon)   Conjuration Recreate a destroyed object.
Revival   Necromancy Heal creatures in an area and return the dead to life temporarily.

Occult Spells

Occult Cantrips
Spell Name Heighten? School Description
Chill Touch Y Necromancy Your touch hurts the living or disorients undead.
Dancing Lights   Evocation Create four floating lights you can move.
Daze Y Enchantment Damage a creature’s mind and possibly stun it.
Detect Magic Y Divination Sense whether magic is nearby.
Forbidding Ward Y Abjuration Protect an ally against one specific enemy.
Ghost Sound Y Illusion Make false sounds.
Guidance   Divination Divine guidance improves one roll.
Know Direction Y Divination Find true north.
Light Y Evocation Make an object glow.
Mage Hand Y Evocation Command a floating hand to move an object.
Message Y Illusion Speak a message to a distant creature, who can reply.
Prestidigitation   Evocation Perform a minor magical trick.
Read Aura Y Divination Detect if an object is magical, and determine the school of its magic.
Shield Y Abjuration A shield of magical force blocks attacks and magic missiles.
Sigil Y Transmutation Leave a magical mark.
Telekinetic Projectile Y Evocation Fling an object at a creature.
Occult 1st-Level Spells
Spell Name Heighten? School Description
Alarm Y Abjuration Be alerted if a creature enters a warded area.
Bane   Enchantment Weaken enemies’ attacks in an aura around you.
Bless   Enchantment Strengthen allies’ attacks in an aura around you.
Charm Y Enchantment A humanoid becomes more friendly to you.
Color Spray   Illusion Swirling colors dazzle or stun creatures.
Command Y Enchantment Bid a creature to approach, run, release something, lie prone, or stand up.
Detect Alignment (Uncommon) Y Divination See auras of a chosen alignment.
Fear Y Enchantment Frighten a creature, possibly making it flee.
Floating Disk   Conjuration A disk of energy follows you, carrying objects.
Grim Tendrils Y Necromancy Creatures in a line take negative damage and bleed.
Illusory Disguise Y Illusion Make yourself look like a different creature.
Illusory Object Y Illusion Form a convincing illusion of an object.
Item Facade Y Illusion Disguise an item to look perfect or shoddy.
Lock Y Abjuration Make a lock hard to open.
Mage Armor Y Abjuration Ward yourself with magical armor.
Magic Aura (Uncommon) Y Illusion Change how an item’s magic appears to detecting spells.
Magic Missile Y Evocation Pelt creatures with unerring bolts of magical force.
Magic Weapon   Transmutation Make a weapon temporarily magical.
Mending Y Transmutation Repair one non-magical item.
Mindlink   Divination Mentally impart 10 minutes’ worth of information in an instant.
Phantom Pain Y Illusion Cause a creature ongoing pain that sickens it.
Protection (Uncommon)   Abjuration Shield a creature against those of a chosen alignment.
Ray of Enfeeblement   Necromancy Sap a creature’s strength.
Sanctuary   Abjuration Protect a creature from being attacked.
Sleep Y Enchantment Cause creatures in a small area to fall asleep.
Soothe Y Necromancy Heal the target and bolster them against mental attacks.
Spirit Link Y Necromancy Continually transfer your health to someone else.
Summon Fey Y Conjuration Conjure a fey to fight on your behalf.
True Strike   Divination Make your next attack especially accurate.
Unseen Servant   Conjuration Create an invisible creature to help you.
Ventriloquism Y Illusion Throw your voice.
Occult 2nd-Level Spells
Spell Name Heighten? School Description
Augury   Divination Predict whether a course of action brings good fortune.
Blur   Illusion Cause a target’s form to become blurry and hard to hit.
Calm Emotions   Enchantment Suppress strong emotions and hostility.
Comprehend Language Y Divination A creature understands one language.
Continual Flame Y Evocation A magical flame burns indefinitely.
Darkness Y Evocation Suppress all light in an area.
Darkvision Y Divination See in the dark.
Deafness   Necromancy Make a creature deaf.
Death Knell   Necromancy Finish off a creature who’s near death.
Dispel Magic   Abjuration End a spell or suppress an item’s magic.
Faerie Fire   Evocation Colorful light prevents creatures from being concealed or invisible.
False Life Y Necromancy Gain temporary HP.
Gentle Repose Y Necromancy A corpse doesn’t decay and can’t become undead.
Ghoulish Cravings   Necromancy Infect a creature with ghoul fever.
Hideous Laughter   Enchantment Fits of laughter make a creature unable to take all its actions.
Humanoid Form Y Transmutation Take the shape of a humanoid.
Illusory Creature Y Illusion Form a convincing illusion of a creature.
Invisibility Y Illusion A creature can’t be seen until it attacks.
Knock   Transmutation Make a door, lock, or container easier to open, and possibly open it immediately.
Magic Mouth   Illusion Make an illusory mouth appear to speak a message.
Mirror Image   Illusion Illusory duplicates of you cause attacks to miss.
Misdirection   Illusion Cause one creature’s auras to appear to be another’s.
Paranoia Y Illusion Make a creature believe everyone is a threat.
Phantom Steed Y Conjuration Conjure a magical horse.
Remove Fear Y Enchantment Free a creature from its fright.
Remove Paralysis Y Necromancy Free a creature from paralysis.
Resist Energy Y Abjuration Protect a creature from one type of energy damage.
Restoration Y Necromancy Reduce a condition or lessen a toxin.
Restore Senses Y Necromancy Remove a blinding or deafening effect.
See Invisibility Y Divination See invisible creatures and objects.
Shatter Y Evocation Shatter an object with a high-frequency sonic attack.
Silence Y Illusion Mute all sound from a creature.
Sound Burst Y Evocation Damage and deafen creatures with a powerful din.
Spectral Hand   Necromancy Create a semicorporeal hand that touches creatures to target them with your spells.
Spiritual Weapon Y Evocation Materialize a deific weapon of force that appears and attacks repeatedly.
Status Y Divination Keep track of a willing creature’s location and well-being.
Telekinetic Maneuver   Evocation Disarm, Shove, or Trip a creature telekinetically.
Touch of Idiocy   Enchantment Dull a target’s mind with a touch.
Undetectable Alignment (Uncommon)   Abjuration Make a creature or object appear neutral to alignment detection.
Occult 3rd-Level Spells
Spell Name Heighten? School Description
Bind Undead   Necromancy Take control of a mindless undead.
Blindness   Necromancy Strike a target blind.
Circle of Protection (Uncommon) Y Abjuration A creature emits an aura that protects those within against an alignment.
Clairaudience   Divination Hear through an invisible magical sensor.
Dream Message Y Enchantment Send a message that arrives in a dream.
Enthrall   Enchantment Your speech makes creatures fascinated with you.
Ghostly Weapon   Transmutation Make a weapon affect incorporeal creatures.
Glyph of Warding   Abjuration Store a spell in a symbol to make a trap.
Haste Y Transmutation Speed up a creature so it can attack or move more often.
Heroism Y Enchantment Stoke a creature’s inner heroism to make it more competent.
Hypercognition   Divination Recall massive amounts of information in an instant.
Hypnotic Pattern   Illusion Shifting colors dazzle and fascinate creatures.
Invisibility Sphere Y Illusion You and creatures near you become invisible as you explore.
Levitate   Evocation Float an object or creature a few feet off the ground.
Locate (Uncommon) Y Divination Learn the direction to an object.
Mind Reading (Uncommon)   Divination Read a creature’s surface thoughts.
Nondetection (Uncommon)   Abjuration Protect a creature or object from detection.
Paralyze Y Enchantment Freeze a humanoid in place.
Secret Page   Illusion Alter the appearance of a page.
Slow Y Transmutation Make a creature slower, reducing its actions.
Vampiric Touch Y Necromancy Deal negative damage and gain temporary HP with a touch.
Wanderer’s Guide   Divination Find an ideal route to a location.
Zone of Truth (Uncommon)   Enchantment Designate an area where creatures are compelled to be truthful.
Occult 4th-Level Spells
Spell Name Heighten? School Description
Blink Y Conjuration Flit between the planes, vanishing and reappearing.
Clairvoyance   Divination See through an invisible magical sensor.
Confusion Y Enchantment Befuddle a creature, making it act randomly.
Detect Scrying (Uncommon) Y Divination Find out if scrying effects are in the area.
Dimension Door Y Conjuration Teleport yourself up to 120 feet.
Dimensional Anchor   Abjuration Keep a creature from teleporting or traveling to other planes.
Discern Lies (Uncommon)   Divination Expertly detect lies and falsehoods.
Fly Y Transmutation Cause the target creature to gain a fly Speed.
Gaseous Form   Transmutation Turn a willing creature into a flying cloud.
Glibness (Uncommon)   Enchantment Lie with impunity.
Globe of Invulnerability (Uncommon)   Abjuration Magical sphere counteracts spells that would enter it.
Hallucinatory Terrain (Uncommon) Y Illusion A natural environment appears to be another kind of terrain.
Modify Memory (Uncommon) Y Divination Change or implant memories.
Nightmare   Illusion Plague a creature’s dreams with disturbing nightmares.
Outcast’s Curse   Enchantment Curse a creature to be off-putting and grating.
Phantasmal Killer Y Illusion Place a fearsome image in a creature’s mind to scare and possibly kill it.
Private Sanctum (Uncommon)   Abjuration Black fog prevents sensing, scrying, and mind-reading on anyone within.
Read Omens (Uncommon)   Divination Get a piece of advice about an upcoming event.
Remove Curse   Necromancy Counteract a curse afflicting a creature.
Resilient Sphere   Abjuration Create a sphere of force that blocks anything that would come through.
Rope Trick (Uncommon)   Conjuration Animate a rope that rises to an Extradimensional hiding place.
Spell Immunity   Abjuration Name a spell to negate its effects on you.
Suggestion Y Enchantment Suggest a course of action a creature must follow.
Talking Corpse (Uncommon)   Necromancy Have a corpse answer three questions.
Telepathy Y Divination Communicate telepathically with any creatures near you.
Veil Y Illusion Disguise many creatures as other creatures.
Occult 5th-Level Spells
Spell Name Heighten? School Description
Abyssal Plague   Necromancy Inflict a draining curse.
Banishment Y Abjuration Send a creature back to its home plane.
Black Tentacles   Conjuration Tentacles in an area grab creatures.
Chromatic Wall Y Abjuration A wall of light offers a unique protection based on its color.
Cloak of Colors   Illusion Bright colors dazzle creatures near the target, and attacks cause blinding flashes of light.
Crushing Despair Y Enchantment Make a creature sob uncontrollably.
Death Ward   Abjuration Protect a creature against negative energy.
Dreaming Potential   Enchantment The target retrains in its dreams.
False Vision (Uncommon)   Illusion Trick a scrying spell.
Hallucination Y Illusion A creature believes one thing is another, can’t detect something, or sees something that’s not really there.
Illusory Scene Y Illusion Create an imaginary scene containing multiple creatures and objects.
Mariner’s Curse   Necromancy Infect a creature with the curse of the rolling sea.
Mind Probe (Uncommon)   Divination Uncover knowledge and memories in a creature’s mind.
Prying Eye   Divination An invisible eye transmits what it sees to you.
Sending   Divination Send a mental message to a creature anywhere on the planet and get a reply.
Shadow Blast Y Evocation Shape a cone of shadow to deal damage of a type you choose.
Shadow Siphon   Illusion React to lessen the damage from an enemy’s spell by making it partially illusion.
Shadow Walk (Uncommon)   Conjuration Travel rapidly via the Shadow Plane.
Subconscious Suggestion Y Enchantment Plant a mental suggestion that must be followed when a trigger occurs.
Summon Entity Y Conjuration Conjure an aberration to fight on your behalf.
Synaptic Pulse   Enchantment Slow creatures with a mental blast.
Synesthesia Y Divination Rewire a creature’s senses.
Telekinetic Haul   Evocation Move a large object.
Telepathic Bond (Uncommon)   Divination Link minds with willing creatures to communicate telepathically at great distances.
Tongues (Uncommon) Y Divination Let a creature understand and speak all languages.
Occult 6th-Level Spells
Spell Name Heighten? School Description
Collective Transposition Y Conjuration Teleport up to two creatures to new positions near you.
Dominate (Uncommon) Y Enchantment A humanoid must obey your orders.
Feeblemind   Enchantment Stupefy a creature permanently.
Mislead   Illusion Turn invisible and create a duplicate of yourself who acts like you.
Phantasmal Calamity Y Illusion Damage a creature mentally with visions of an apocalypse.
Repulsion   Abjuration Prevent creatures from approaching you.
Scrying (Uncommon) Divination Spy on a creature.
Spellwrack   Abjuration Curse a creature to be harmed when a spell is cast on it and lower the duration of its spells.
Spirit Blast Y Necromancy Damage a creature’s spiritual essence.
Teleport (Uncommon) Y Conjuration Transport you and willing creatures a great distance.
True Seeing   Divination See through illusions and transmutations.
Vampiric Exsanguination Y Necromancy Draw blood and life force from creatures in a cone.
Vibrant Pattern   Illusion Make a pattern of lights that dazzles and blinds.
Wall of Force Y Evocation Create an invisible and durable wall of magical force.
Zealous Conviction Y Enchantment Instill unshakable conviction and zeal in willing creatures.
Occult 7th-Level Spells
Spell Name Heighten? School Description
Dimensional Lock (Uncommon)   Abjuration Prevent teleportation and planar travel.
Duplicate Foe Y Conjuration Create a temporary duplicate of an enemy that fights for you.
Energy Aegis Y Abjuration A creature gains resistance to acid, cold, electricity, fire, force, and Sonic.
Ethereal Jaunt (Uncommon) Y Conjuration Use the Ethereal Plane to move through objects and into the air.
Magnificent Mansion (Uncommon)   Conjuration Conjure a secure dwelling in a demiplane.
Mask of Terror Y Illusion A creature’s fearsome illusory appearance frightens observers.
Plane Shift (Uncommon)   Conjuration Transport creatures to another plane of existence.
Possession (Uncommon) Y Necromancy Send your mind and soul into another creature’s body.
Prismatic Spray   Evocation Shoot rainbow beams that have various effects on creatures in a cone.
Project Image Y Illusion Make an illusion of yourself you can cast spells through.
Retrocognition Y Divination Sense impressions of past events at your location.
Reverse Gravity (Uncommon)   Evocation Flip the gravitational pull in an area.
True Target   Divination Make multiple attacks against a creature especially accurate.
Visions of Danger Y Illusion Create a vision of horrid, swarming creatures that causes mental damage.
Warp Mind   Enchantment Confuse a creature, possibly permanently.
Occult 8th-Level Spells
Spell Name Heighten? School Description
Antimagic Field (Rare)   Abjuration Magic doesn’t function in an area around you.
Disappearance   Illusion Make a creature invisible, Silent, and undetectable by any and all senses.
Discern Location (Uncommon)   Divination Discover a target’s exact location within unlimited range.
Dream Council   Illusion Communicate through a shared dream.
Maze   Conjuration Trap a creature in an Extradimensional maze.
Mind Blank (Uncommon)   Abjuration Protect a creature from mental magic and some divinations.
Prismatic Wall   Abjuration Form a protective wall with seven chromatic layers.
Scintillating Pattern   Illusion Cause an array of color that dazzles, confuses, and stuns.
Spirit Song Y Necromancy Sing an eldritch song that damages any creature that has a spirit.
Spiritual Epidemic   Necromancy Weaken a target with a communicable curse.
Uncontrollable Dance   Enchantment Overcome a target with an all-consuming urge to dance.
Unrelenting Observation   Divination You and other creatures use scrying to track a subject exactly.
Occult 9th-Level Spells
Spell Name Heighten? School Description
Bind Soul (Uncommon)   Necromancy Imprison a dead creature’s soul.
Foresight   Divination Sense when a creature is in danger and React to protect it with good fortune.
Overwhelming Presence   Enchantment Take on the majesty of a god.
Prismatic Sphere   Abjuration Form a protective sphere composed of seven chromatic layers.
Resplendent Mansion   Conjuration Conjure a mansion that lasts for a day.
Telepathic Demand   Enchantment Send a mental message that impels a creature toward a course of action.
Unfathomable Song   Enchantment Song debilitates creatures in weird ways.
Wail of the Banshee   Necromancy Scream, dealing damage and draining creatures.
Weird   Illusion Frighten, deal mental damage, and possibly kill large numbers of creatures.
Occult 10th-Level Spells
Spell Name Heighten? School Description
Alter Reality   Divination Warp reality to duplicate occult spells.
Fabricated Truth   Enchantment Make creatures believe something is fact.
Gate (Uncommon)   Conjuration Tear open a portal to another plane.
Remake (Uncommon)   Conjuration Recreate a destroyed object.
Time Stop   Transmutation Briefly stop time for everything but you.

Primal Spells

Primal Cantrips
Spell Name Heighten? School Description
Acid Splash Y Evocation Damage creatures with acid.
Dancing Lights   Evocation Create four floating lights you can move.
Detect Magic Y Divination Sense whether magic is nearby.
Disrupt Undead Y Necromancy Damage undead with Positive energy.
Electric Arc Y Evocation Zap one or two creatures with lightning.
Guidance   Divination Divine guidance improves one roll.
Know Direction Y Divination Find true north.
Light Y Evocation Make an object glow.
Prestidigitation   Evocation Perform a minor magical trick.
Produce Flame Y Evocation Kindle small flames to attack close or at range.
Ray of Frost Y Evocation Damage a creature with cold.
Read Aura Y Divination Detect if an object is magical, and determine the school of its magic.
Sigil Y Transmutation Leave a magical mark.
Stabilize   Necromancy Stabilize a dying creature.
Tanglefoot Y Conjuration Conjure a vine to entangle a creature.
Primal 1st-Level Spells
Spell Name Heighten? School Description
Air Bubble   Conjuration React to create air for a creature to breathe.
Alarm Y Abjuration Be alerted if a creature enters a warded area.
Ant Haul   Transmutation Target can carry more.
Burning Hands Y Evocation A small cone of flame rushes from your hands.
Charm Y Enchantment A humanoid becomes more friendly to you.
Create Water   Conjuration Conjure 2 gallons of water.
Detect Poison (Uncommon) Y Divination Determine whether an object or creature is poisonous or venomous.
Fear Y Enchantment Frighten a creature, possibly making it flee.
Feather Fall   Abjuration React to slow a creature’s fall.
Fleet Step   Transmutation Make your Speed much faster.
Goblin Pox   Necromancy Infect a creature with goblin pox.
Grease   Conjuration Coat a surface or object in slippery grease.
Gust of Wind   Evocation Wind blows out fires and knocks back objects and creatures.
Heal Y Necromancy Positive energy heals the living or harms the undead, either a single creature or all in a burst.
Hydraulic Push Y Evocation Damage and push a creature with a blast of water.
Jump Y Transmutation Make an impressive leap.
Longstrider Y Transmutation Increase your Speed for an hour.
Magic Fang   Transmutation Make a creature’s unarmed attacks magical temporarily.
Mending Y Transmutation Repair one non-magical item.
Negate Aroma Y Abjuration Suppress a creature’s scent.
Pass without Trace Y Abjuration Make your tracks hard to find.
Pest Form Y Transmutation Turn into a nonthreatening animal.
Purify Food and Drink   Necromancy Make beverages and meals safe.
Shillelagh   Transmutation Make a club or staff temporarily magical, and deal more damage to unnatural creatures.
Shocking Grasp Y Evocation Zap a creature with electricity.
Spider Sting   Necromancy Damage a creature and afflict it with spider venom.
Summon Animal Y Conjuration Conjure an animal to fight on your behalf.
Summon Fey Y Conjuration Conjure a fey to fight on your behalf.
Summon Plant or Fungus Y Conjuration Conjure a plant or fungus to fight on your behalf.
Ventriloquism Y Illusion Throw your voice.
Primal 2nd-Level Spells
Spell Name Heighten? School Description
Acid Arrow Y Evocation Magical arrow deals acid damage persistently.
Animal Form Y Transmutation Turn into a dangerous animal.
Animal Messenger   Enchantment Send a Tiny animal to deliver a message.
Barkskin Y Abjuration Target’s skin is covered in protective bark.
Continual Flame Y Evocation A magical flame burns indefinitely.
Create Food Y Conjuration Conjure food that can feed multiple creatures.
Darkness Y Evocation Suppress all light in an area.
Darkvision Y Divination See in the dark.
Deafness   Necromancy Make a creature deaf.
Dispel Magic   Abjuration End a spell or suppress an item’s magic.
Endure Elements Y Abjuration Protect a creature from severe cold or heat.
Enhance Victuals Y Transmutation Improve food or drink and remove poisons.
Enlarge Y Transmutation A creature grows in size.
Entangle   Transmutation Plants in an area grow to entangle and immobilize.
Faerie Fire   Evocation Colorful light prevents creatures from being concealed or invisible.
Flaming Sphere Y Evocation A ball of fire rolls about at your command.
Gentle Repose Y Necromancy A corpse doesn’t decay and can’t become undead.
Glitterdust   Evocation Sparkling dust breaks invisibility and impedes vision.
Humanoid Form Y Transmutation Take the shape of a humanoid.
Obscuring Mist   Conjuration Conceal creatures in a cloud of mist.
Phantom Steed Y Conjuration Conjure a magical horse.
Remove Fear Y Enchantment Free a creature from its fright.
Remove Paralysis Y Necromancy Free a creature from paralysis.
Resist Energy Y Abjuration Protect a creature from one type of energy damage.
Restoration Y Necromancy Reduce a condition or lessen a toxin.
Restore Senses Y Necromancy Remove a blinding or deafening effect.
Shape Wood   Transmutation Reshape unworked wood as you choose.
Shatter Y Evocation Shatter an object with a high-frequency sonic attack.
Shrink Y Transmutation Reduce a willing creature to Tiny size.
Speak with Animals   Divination Communicate with animals.
Spider Climb Y Transmutation Give a creature a climb Speed.
Status Y Divination Keep track of a willing creature’s location and well-being.
Summon Elemental Y Conjuration Conjure an elemental to fight on your behalf.
Tree Shape   Transmutation Turn into a tree.
Water Breathing Y Transmutation Allow creatures to breathe underwater.
Water Walk Y Transmutation Buoy a creature so it can walk on water.
Web Y Conjuration Form a web that keeps creatures from moving.
Primal 3rd-Level Spells
Spell Name Heighten? School Description
Animal Vision   Divination Project your senses through an animal.
Blindness   Necromancy Strike a target blind.
Earthbind   Transmutation Bring a flying creature to the ground.
Feet to Fins Y Transmutation Turn a creature’s feet into fins, enabling it swim but slowing it on land.
Fireball Y Evocation An explosion of fire in an area burns creatures.
Glyph of Warding   Abjuration Store a spell in a symbol to make a trap.
Haste Y Transmutation Speed up a creature so it can attack or move more often.
Insect Form Y Transmutation Turn into a dangerous giant insect.
Lightning Bolt Y Evocation Lightning strikes all creatures in a line.
Meld into Stone   Transmutation Meld into a block of stone.
Neutralize Poison   Necromancy Cure a poison afflicting a creature.
Nondetection (Uncommon)   Abjuration Protect a creature or object from detection.
Remove Disease   Necromancy Cure a disease afflicting a creature.
Searing Light Y Evocation A ray of burning light deals extra damage to undead and counteracts darkness.
Slow Y Transmutation Make a creature slower, reducing its actions.
Stinking Cloud   Conjuration Form a cloud that sickens creatures.
Wall of Thorns Y Conjuration Grow a wall of brambles.
Wall of Wind   Evocation Create a wall of gusting winds that hinders movement and ranged attacks.
Primal 4th-Level Spells
Spell Name Heighten? School Description
Aerial Form Y Transmutation Turn into a flying combatant.
Air Walk   Transmutation Walk on air as though it were solid ground.
Creation Y Conjuration Make a temporary object.
Dinosaur Form Y Transmutation Turn into a dinosaur.
Fire Shield Y Evocation Flames protect you from cold and harm those that touch you.
Fly Y Transmutation Cause the target creature to gain a fly Speed.
Freedom of Movement   Abjuration A creature overcomes hindrances to its movement.
Gaseous Form   Transmutation Turn a willing creature into a flying cloud.
Hallucinatory Terrain (Uncommon) Y Illusion A natural environment appears to be another kind of terrain.
Hydraulic Torrent Y Evocation Force creatures back with a damaging line of water.
Shape Stone   Transmutation Reshape a cube of stone.
Solid Fog   Conjuration Conjure heavy fog that obscures sight and is hard to move through.
Speak with Plants   Divination Communicate with plants and plant creatures.
Stoneskin Y Abjuration Harden a creature’s skin into durable stone.
Vital Beacon Y Necromancy Radiate vitality that heals creatures that touch you.
Wall of Fire Y Evocation Create a blazing wall burns creatures that pass through.
Weapon Storm Y Evocation Multiply a weapon you hold and attack many creatures with it.
Primal 5th-Level Spells
Spell Name Heighten? School Description
Banishment Y Abjuration Send a creature back to its home plane.
Cloudkill Y Necromancy Poison creatures in a cloud that moves away from you.
Cone of Cold Y Evocation Bitter cold damages creatures in a cone.
Control Water   Evocation Raise or lower water in a large area.
Death Ward   Abjuration Protect a creature against negative energy.
Elemental Form Y Transmutation Turn into an elemental.
Mariner’s Curse   Necromancy Infect a creature with the curse of the rolling sea.
Moon Frenzy Y Transmutation Give willing creatures fangs and claws, and send them into a frenzy.
Passwall (Uncommon) Y Conjuration Form an earthen tunnel through a wall.
Plant Form Y Transmutation Turn into a dangerous plant creature.
Summon Giant Y Conjuration Conjure a giant to fight on your behalf.
Tree Stride (Uncommon) Y Conjuration Teleport from tree to tree.
Wall of Ice Y Evocation Sculpt a foot-thick wall of ice that blocks sight and can chill creatures.
Wall of Stone Y Conjuration Shape a wall of stone.
Primal 6th-Level Spells
Spell Name Heighten? School Description
Baleful Polymorph   Transmutation Transform a creature into a harmless animal.
Chain lightning Y Evocation Lightning jumps from creature to creature.
Dragon Form Y Transmutation Turn into a dragon.
Field of Life Y Necromancy Create a Positive energy field that heals those within.
Fire Seeds Y Evocation Make four explosive acorns.
Flesh to Stone   Transmutation Turn a living creature to a stone statue.
Purple Worm Sting   Necromancy Damage a creature and infect it with purple worm venom.
Stone Tell (Uncommon)   Divination Speak to spirits within natural stone.
Stone To Flesh   Transmutation Turn a creature turned to stone back to flesh.
Tangling Creepers   Conjuration Entangle creatures in a burst and concentrate to lash out with immobilizing vines.
True Seeing   Divination See through illusions and transmutations.
Primal 7th-Level Spells
Spell Name Heighten? School Description
Eclipse Burst Y Necromancy A globe of darkness deals cold damage, hurts the living, and overcomes light.
Energy Aegis Y Abjuration A creature gains resistance to acid, cold, electricity, fire, force, and Sonic.
Fiery Body Y Transmutation Turn your body into living flame.
Finger of Death Y Necromancy Point at a creature to deal negative damage and possibly kill it instantly.
Mask of Terror Y Illusion A creature’s fearsome illusory appearance frightens observers.
Plane Shift (Uncommon)   Conjuration Transport creatures to another plane of existence.
Regenerate Y Necromancy Cause a creature to heal over time, regrow organs, and reattach body parts.
Sunburst Y Evocation A globe of sunlight deals fire damage, hurts undead, and overcomes darkness.
Unfettered Pack Y Abjuration Let creatures avoid environmental hindrances.
Volcanic Eruption Y Evocation Cause massive lava sprays that burn creatures and encase them in rock.
Primal 8th-Level Spells
Spell Name Heighten? School Description
Earthquake Y Evocation Shake the ground with a devastating earthquake.
Horrid Wilting Y Necromancy Pull moisture from creatures, damaging them.
Moment of Renewal   Necromancy Give a day’s recovery in an instant.
Monstrosity Form Y Transmutation Turn into a powerful monster.
Polar Ray Y Evocation Bitter cold damages and drains a creature.
Punishing Winds   Evocation A cyclone inhibits flight and traps creatures.
Wind Walk   Transmutation Turn creatures into swift-moving clouds.
Primal 9th-Level Spells
Spell Name Heighten? School Description
Disjunction (Uncommon)   Abjuration Deactivate or destroy a magic item.
Implosion Y Evocation Make a creature collapse in on itself.
Massacre Y Necromancy Instantly kill multiple creatures.
Meteor Swarm Y Evocation Call down four blazing meteors that explode.
Nature’s Enmity   Enchantment Turn animals, plants, and weather against creatures of your choice.
Shapechange   Transmutation Transform into a form of your choice repeatedly.
Storm of Vengeance Y Evocation Create a massive, dangerous storm.
Primal 10th-Level Spells
Spell Name Heighten? School Description
Cataclysm   Evocation Call an instant, damaging cataclysm.
Nature Incarnate   Transmutation Turn into a massive avatar of nature.
Primal Herd   Transmutation Transform willing creatures into mammoths.
Primal Phenomenon   Divination Request for nature to duplicate primal spells.
Remake (Uncommon)   Conjuration Recreate a destroyed object.
Revival   Necromancy Heal creatures in an area and return the dead to life temporarily.
Section 15: Copyright Notice

Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Designers: Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter.

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